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Mods / Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« on: December 06, 2015, 04:07:42 PM »
Nice, will give it a try now. spasibo
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
This is EMP damage. I cannot recomend enough using an IDE. It can display help popups and check you code for obvious mistakes.
Three things:
if(shieldHit) is enough to check if a boolean is true. And for example if(!shieldHit) check if it's false.
Emp damage does nothing to shields, you can remove it.
And finally you should use projectile.getDamageAmount() to get the damage.
8/10 for having something to stare at
2. You'll have to write a plugin that catch all projectiles every frames then sort out yours, then check for the distance to the nearest enemy then add some randomness. Nothing complicated, there are a few scripts like that in several mods (including my Scy Nation mod, look for SCY_projectilesEffect.java) But it could become quite CPU intensive if you intend to have a lot of these projectiles.
3. Of course, check SCY_ketoMainGunEffect.java in Scy.
My apologies, it looks like I forgot a step when packaging the mod. I blame the thirteen months between 2.0b and 2.1 (so, myself).
I updated the downloads to include the documentation. You can also download the latest javadoc directly from this link.
Bad ones are like cursed items; disposed of as soon as they are known. The good ones will be kept and min-maxed.Yeah, and that is the point of it, it will take time to find and form officer part of you fleet. I believe it makes things more interest.